Looks like we will be dealing out adventure cards so go ahead and roll those 1d54, seasoned rolls twice, vet rolls thrice. We'll go first come first serve, so if you get a roll that has already been rolled previously reroll.Adventure Card Notes
-Each Group has their own Adventure Deck, dealt quarterly by the GM.
-Adventure Cards are held until used or hand is full. Players can only hold one card per rank (Novice = 1, Seasoned = 2, Veteran = 3, Heroic=4, Legendary =5).
-adventure cards refresh at the end of the quad, and are redealt unless given express permission to hang onto a card.
-Only one card can be played per QuarterCards bought with EP or from patronage to do not count toward the hold limit and can be played at any time

EP & Patron Cards
There is also a site-wide deck that can be drawn from with EP or via Patronage.
There are a limited number of each card in the "Community Deck", once all of each type are in play they are unavailable for use by another player.
Cards bought with EP or from patronage to do not count toward the hold limit and can be played at any time

Adventure CardPut your name in Column D for the card you roll. Thanks Rob

Didn't see a thread for new Adventure Cards yet, so I'll roll mine here.

1d54 = 12: 12 - Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient. 1d54 = 42: 42 - Ace: Play instead of rolling to make a trait test with a single automatic raise.

Character Tracker

Greater Deflection: -4 to be hit; +4 vs. AOE (3r)
Can see in the magical darkness (from Hans)
Champion (+2 Damage, +2 Toughness)
Remember BlancaAshlyn Alvarez Character SheetParry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evilEncumbered: -2 to Str and Agi related rollsWild Die always a d8Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)He Who Fights Monsters:+1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.Dodge: -1 to be hit by ranged attacksChampion: +2 damage and Toughness vs. supernatural evilNerves of Steel: Ignore 1 point of Wound penaltiesAll Thumbs: When roll a 1 on Trait die while using tech, the device breaks.Brave: +2 Fear testsPPE: 20/25ISP: 15/20Shield: 2/10 PPEWand: 4/10 PPERangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)

Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.

Bennies: 2/3Adventure Cards

Cutting in Line: Draw 3 initiative cards and keep the highest.

Seize the Day: Act as if you had drawn the Joker.

Inspiration: Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.

Adventure Cards for Penitent: 1d54 = 22: 22 = 22 - Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe. 1d54 = 12: 12
Reroll the 12: 1d54 = 20: 20 = 20 - Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Ndreare
Novice: 1d54 = 37: 37 = Villanious Verbosity "Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan."

Seasoned: 1d54 = 50: 50 = Theme Song "It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words."
Veteran: 1d54 = 24: 24 = Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round."

Shaping Worlds Together

The 99's Game Master Bennies 6

+6 Players

Shaintar Game Master Bennies 6

+6 Players

Nightbane Game Master Bennies 5

+5 Players

Recurring NPCs
Danielson 2 (spent to set the stage)
Grimm 3 elan, Against the Odds, The Winning Side
Harvest 2
Marry 2 Against the Odds
Michael 2 Against the Odds

Phase World - The Remorseless 11

+8 Players
+2 Sidekicks
+1 Joker for Abreaz

Abreaz (The Target) 3 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated

1d54 = 44: 44 Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.

1d54 = 17: 17 Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.

Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.

Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.

Edges

[Racial] McGyver - Gnomes are naturals when it comes to building impromptu gadgets or improvising tools. Those that rely on innate talent may end up building something bigger, more ornate and less predictable than their more formally trained fellows (GM’s discretion.) It will still get the job done one way or another.

[IF]AB (Weird Science) - Allows for the creation of gadgets and gizmos.

Still from last quarter: 13: Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.

N: 1d54 = 4: 4: Love Interest - Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well. [Discarding to keep Speedy Gonzales]

S: 1d54 = 46: 46: Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).